3,204 research outputs found

    Overview of crowd simulation in computer graphics

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    High-powered technology use computer graphics in education, entertainment, games, simulation, and virtual heritage applications has led it to become an important area of research. In simulation, according to Tecchia et al. (2002), it is important to create an interactive, complex, and realistic virtual world so that the user can have an immersive experience during navigation through the world. As the size and complexity of the environments in the virtual world increased, it becomes more necessary to populate them with peoples, and this is the reason why rendering the crowd in real-time is very crucial. Generally, crowd simulation consists of three important areas. They are realism of behavioral (Thompson and Marchant 1995), high-quality visualization (Dobbyn et al. 2005) and convergence of both areas. Realism of behavioral is mainly used for simple 2D visualizations because most of the attentions are concentrated on simulating the behaviors of the group. High quality visualization is regularly used for movie productions and computer games. It gives intention on producing more convincing visual rather than realism of behaviors. The convergences of both areas are mainly used for application like training systems. In order to make the training system more effective, the element of valid replication of the behaviors and high-quality visualization is added

    An emergent wall following behaviour to escape local minima for swarms of agents

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    Natural examples of emergent behaviour, in groups due to interactions among the group's individuals, are numerous. Our aim, in this paper, is to use complex emergent behaviour among agents that interact via pair-wise attractive and repulsive potentials, to solve the local minima problem in the artificial potential based navigation method. We present a modified potential field based path planning algorithm, which uses agent internal states and swarm emergent behaviour to enhance group performance. The algorithm is used successfully to solve a reactive path-planning problem that cannot be solved using conventional static potential fields due to local minima formation. Simulation results demonstrate the ability of a swarm of agents to perform problem solving using the dynamic internal states of the agents along with emergent behaviour of the entire group

    Wall following to escape local minima for swarms of agents using internal states and emergent behaviour

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    Natural examples of emergent behaviour, in groups due to interactions among the group's individuals, are numerous. Our aim, in this paper, is to use complex emergent behaviour among agents that interact via pair-wise attractive and repulsive potentials, to solve the local minima problem in the artificial potential based navigation method. We present a modified potential field based path planning algorithm, which uses agent internal states and swarm emergent behaviour to enhance group performance. The algorithm is used successfully to solve a reactive path-planning problem that cannot be solved using conventional static potential fields due to local minima formation. Simulation results demonstrate the ability of a swarm of agents to perform problem solving using the dynamic internal states of the agents along with emergent behaviour of the entire group

    Solving the potential field local minimum problem using internal agent states

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    We propose a new, extended artificial potential field method, which uses dynamic internal agent states. The internal states are modelled as a dynamical system of coupled first order differential equations that manipulate the potential field in which the agent is situated. The internal state dynamics are forced by the interaction of the agent with the external environment. Local equilibria in the potential field are then manipulated by the internal states and transformed from stable equilibria to unstable equilibria, allowiong escape from local minima in the potential field. This new methodology successfully solves reactive path planning problems, such as a complex maze with multiple local minima, which cannot be solved using conventional static potential fields

    A Decentralized Mobile Computing Network for Multi-Robot Systems Operations

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    Collective animal behaviors are paradigmatic examples of fully decentralized operations involving complex collective computations such as collective turns in flocks of birds or collective harvesting by ants. These systems offer a unique source of inspiration for the development of fault-tolerant and self-healing multi-robot systems capable of operating in dynamic environments. Specifically, swarm robotics emerged and is significantly growing on these premises. However, to date, most swarm robotics systems reported in the literature involve basic computational tasks---averages and other algebraic operations. In this paper, we introduce a novel Collective computing framework based on the swarming paradigm, which exhibits the key innate features of swarms: robustness, scalability and flexibility. Unlike Edge computing, the proposed Collective computing framework is truly decentralized and does not require user intervention or additional servers to sustain its operations. This Collective computing framework is applied to the complex task of collective mapping, in which multiple robots aim at cooperatively map a large area. Our results confirm the effectiveness of the cooperative strategy, its robustness to the loss of multiple units, as well as its scalability. Furthermore, the topology of the interconnecting network is found to greatly influence the performance of the collective action.Comment: Accepted for Publication in Proc. 9th IEEE Annual Ubiquitous Computing, Electronics & Mobile Communication Conferenc

    Path Planning for Shepherding a Swarm in a Cluttered Environment using Differential Evolution

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    Shepherding involves herding a swarm of agents (\emph{sheep}) by another a control agent (\emph{sheepdog}) towards a goal. Multiple approaches have been documented in the literature to model this behaviour. In this paper, we present a modification to a well-known shepherding approach, and show, via simulation, that this modification improves shepherding efficacy. We then argue that given complexity arising from obstacles laden environments, path planning approaches could further enhance this model. To validate this hypothesis, we present a 2-stage evolutionary-based path planning algorithm for shepherding a swarm of agents in 2D environments. In the first stage, the algorithm attempts to find the best path for the sheepdog to move from its initial location to a strategic driving location behind the sheep. In the second stage, it calculates and optimises a path for the sheep. It does so by using \emph{way points} on that path as the sequential sub-goals for the sheepdog to aim towards. The proposed algorithm is evaluated in obstacle laden environments via simulation with further improvements achieved

    Biomimetic Algorithms for Coordinated Motion: Theory and Implementation

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    Drawing inspiration from flight behavior in biological settings (e.g. territorial battles in dragonflies, and flocking in starlings), this paper demonstrates two strategies for coverage and flocking. Using earlier theoretical studies on mutual motion camouflage, an appropriate steering control law for area coverage has been implemented in a laboratory test-bed equipped with wheeled mobile robots and a Vicon high speed motion capture system. The same test-bed is also used to demonstrate another strategy (based on local information), termed topological velocity alignment, which serves to make agents move in the same direction. The present work illustrates the applicability of biological inspiration in the design of multi-agent robotic collectives
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